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AffiAffi

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affiaffi

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About this mod

This plugin shows three different ways how to attach custom workbenches to vanilla ones without editing any vanilla records. Also shown are two workbench cycling methods, which should eliminate the need to craft a dozen different workbenches. Furthermore this can be used to intruduce a kind of more complexe submenu concept via crafting recipe keywo

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Affis Crafting Workbench Cycling Resource



Disclaimer: This file is a showcase/resource for modders, this however is not a fully developed mod itself.

Description:
So, what is this then? No, lets better start off with what this is not. It's obviously - given the fact you've managed to read the disclaimer (Good job!) - not another crafting overhaul, nor is it an esm-you-should-reference-when-creating-a-custom-workbench kind of thing. If you've looked for one of those and still haven't moved on marvling what's going to follow this ridiculously long non-sense introduction, please proceed to the requirements section below.
That said, this file as an example plugin shows how to access the custom workbenches you created in CK via the vanilla ones in the game, so you can eliminate the need to craft your workbenches or even, heaven forbid*, add them to the world directly by editing cells. You "simply" choose on which of the original crafting stations you want yours to show and can cycle through all the options. You can even use this system to further categorise crafting by declaring recipe keywords as a kind of sub-categories, while the different workbench states represent the top-categories. And the best of all, it's done without editing any of the vanilla records. Now before trying this out for yourself, a short look at the technical details section is advised.

* If this term has somehow harmed your religious integrity or you feel slightly lightheaded after reading it, please remark this in the comment section. Be assured that further research on this topic will be done.



Technical Details:
Currently there are three methods for workbench access and two for cycling present. All rely on a perk system (Add Activate Choice), but there are multiple other ways to do the same thing, eg. completely with magic effects. As stated before, this is only a proof-of-concept for interested modders. Each possibilty is shown on another piece of crafting furniture ingame.

Access 1 (Weapons workbench): The simplest version. It's only a perk entry that displays the access to your custom workbench, which is declared a marker and thereby has no 3D rendered. It's temporarily placed on the crafting station you are targeting, activated and gets deleted after use.
Pro: simple, one perk entry for all workbench variations
Con: no animation is played by the workbench

Access 2 (Armor workbench): Pretty much the same as version 1, but with model swapping. The workbenches get dynamically enabled and disabled.
Pro: model swap possible
Con: custom workbenches for every original workbench variation needed

Acces 1 - Cycling 1 (Chemistry station): A magic effect is attached to the player counting a global variable, which is set as condition in the perk entry. Switching can be done by every event present in Papyrus. In this showcase it's realised by opening the container menu, so you are basically cycling through the options by pressing [R] in front of the workbench. Especially usefull as soon as F4SE provides a registration for pressed keys.

Access 3 - Cycling 2 (Cooking station - only the workshop one): The most advanced method (in version 1.0). The custom workbenches get placed in the world through the switching key [SPACE] and replace the original workbench. They get deleted after 90 seconds (if not currently in use) or when switching the crafting furniture. Best see for yourself and read the comments in the attached scripts.

Access 3 - Cycling 3 (Cooking stove - only in optional version 1.1): This method needs to edit the original crafting workbench. This file demonstrates the possibility of creating real submenus by using a quest script intermediate. The perk entry only calls a single function on a script attached to a constantly active, hidden quest. Now, this function counts how often you pressed [SPACE] in order to cycle through the different options and thereby defines the submenu depth. It also dirigates the switching command to the crafting furniture.
Wait, what the heck should that mean? It means, pressing [SPACE] once (or as often as you like) in front of the workbench will bring up a different workbench.
Ok, but couldn't the method before already do that? Yeah, it could, and if you press [SPACE] again while standing in front of your custom workbench you will cycle back (actually forward) to the original workbench. We've all seen that before, but the interessting part is what happens if you are standing in front of your custom workbench and press [SPACE] twice. Now this takes you to the subworkbenches of your custom crafting furniture, which can be cycled by pressing [SPACE] twice. Pressing the key only once while in the submenu brings you back to your custom workbench (the top menu).
And how many layers does this system support? Basically an unlimited amount, but I wouldn't recommend more than three or four, elsewise it may get a bit confusing. The example plugin only uses two layers, but has a third one integrated, which is empty (as the integration is simply adding another sublayer property to the script and assign it to the sublayer array... so, two lines of additional script).

"And what's the best of 'em?", you may ask. And, "None", I would reply. Really, despite all of those methods are fully working, they are not perfectly optimised. My personal favourite would be a system, which completely relies on magic effects and key pressing, but that's hard to realise at the moment.



Requirements:
  • basic understanding of the CK
  • basic understanding of Papyrus scripting
  • for the users directed here via the description: Bye!



F.A.Q.:
Wow, you really think, I'm going to answer questions. That's... nice.



Permissions:
Use in your mod, redistribute, modify and reupload as you like, as mine, as yours, hell**, I couldn't care less.

** This is a capitalisation and spelling mistake. It's intended to be the name of a Germanic godess, so your religious opinion hasn't been offended, but merely opposed, which, as I hope, is to your liking. If not, please remark this in the comments section and the mistake will be corrected as soon as the research results are fully analysed.



Thanks:
Chesko - on who's code my scripts are very loosely based